Weíre Room 8 and weíre working on a new mid-core platformer. All of us on the team have been fairly anxious to see how it all comes together since we already set the bar pretty high for ourselves with Cytoís Puzzle Adventure for iOS earlier this year. We believe - as corny as it sounds - that enough attention to detail and focus on interesting new gameplay experiences are enough to get players to really enjoy themselves.

Our mission is to make gamers happy. Thatís why we need you. Help us make sure our next game is up to snuff and let us know what you think of the concept. Hereís a rough concept summary (please take into account that itís still a work in progress):

The gameís story is based around the conflict between Prometheus and Zeus. Prometheus stole fire - the symbol of godly power - from Zeus, to give as a gift to people - imbuing them with the power of the gods and the power of knowledge. The game enables players to play through Prometheusís quest, as well as his many run-ins with monsters - sent by the gods to stop him from completing his mission - and at times his battles with the gods hell bent on stopping him in his tracks themselves.

The main goal of the game is to navigate Prometheus through one level after another. Every level will require gamers to complete a number of diverse gaming tasks before they reach its end. These include killing incoming monsters, clearing various obstacles, discovering secret rooms, completing missions, and collecting bonus items. Once players reach the end of a given level its considered complete. The playerís ultimate goal is to pass through every level in the game, at which point Prometheusí full storyline will be revealed in its entirety.

Gameplay will also be directly affect Arena and God modes. In order to unlock every available stage within these modes players will first need to complete every level in Prometheusís campaign on a number of different difficulties.

A primary gameplay element of Prometheus will be to engage in real-time battles with monsters and gods. The game features a wide array of monsters which Prometheus will have to battle. Each unique in-game monster features diverse skills and strengths. For this reason the gameís battle system emphasizes the importance of performing combination attacks to protect Prometheus from monstersí own attacks on him. As the game progresses in-game monsters become more powerful as well, with their attacks doing more and more damage, and their health banks growing larger and larger. The player will have to continuously level up their in-game skills and the intelligence level of their character in order to be able to defeat monsters even as they grow more and more powerful.

The game features a number of different mission types, each of which are handed to players at different points within gameplay. There are global missions - central achievements within the game - and localized missions, which will be intermittently handed out to players while theyíre making their way through a given level. When players complete any mission they will make strides further through the gameís plot in addition to being rewarded with points or valuable in-game items.

Quick-Time-Events

Every aspect of Prometheus will be structured to actively engage and entertain players. Completing actions as simple as for instance opening a door will requires players to play mini-games weíve termed ĎQuick Time Eventsí. These mini games will pop up frequently throughout Prometheusís campaign. Quick Time Events are straightforward to play will also serve as a platform which will enable players to be actively involved in moving the gameís plot forward in an interactive fashion.

Thatís pretty much it.
Please share your opinion about the game - what you like and dislike. We will be glad to keep you updated with the development progress.

We had a long meaningful brainstorm about the controllers and have decided to embody buttons. Alternative controllers for touch screen devices are way too awkward and unobvious. What you see in the screenshots is just a draft variant for buttons. Comments and opinions are very welcomed. Thanks!

Hey! Itís been a while since my last post, but iíve got something really exciting to fill that gap - Hades concept art, the god of the underworld. The work on the character is still in progress, so he might change his looks.
Share your thoughts about it

As iíve promised, hereís the new Minotaur. Or even, MINOTAUR! Now he really looks capable of eating a dozen of people. Or more. I donít think he has enough guts to eat you, guys, but at least he looks like a worthy foe. Itís still a concept though.
Who else would you like to see in the game? Whatís your favourite greek mythology creature or maybe a god?

Hereís a quick look on the weapons. We believe that they are important game objects, that play a serious role - working as a tool to fight your foes. Or a tool that foes use to try and kill you instead. Here is one of the game weapons - axe, that is used by the Minotaurs.

Prometheus will be surrounded by lots of buildings, dungeons and walls during his journey, so that makes bricks an influental part of the environment. Here’s some constructions involving it.
What parts of the design do you want to see here? I’ll try to get something interesting for you. :)